;
;   CIVILIZATION GAME DATA - Roman Riots II
;
;
;   Copyright (c) 1995 by MicroProse Software
;
;   This file can be altered at your own risk to change
;   the rules of the game.  Keep in mind that altering the
;   contents of this file may cause your game to malfunction,
;   particularly if you use values outside the specified
;   ranges.
;

;
;   Cosmic Principles
;
;   The following numbers control various key rules
;   of the game.  GREAT discretion is advised if you
;   opt to change these.  Values too far out of the
;   expected range can cause the game to behave strangely.
;
@COSMIC
3		; Road movement multiplier
2       ; 1 in x chance Trireme lost (mod. by Seafaring, Navigation)
1       ; # of food each citizen eats per turn
2		; # of rows in food box (rows * city_size+1 = box)
10      ; # of rows in shield box
0       ; Settlers eat (govt <= Monarchy)
0       ; Settlers eat (govt >= Empire)
32		; City size for first unhappiness at Chieftain level
15      ; Riot factor based on # cities (higher factor lessens the effect)
32      ; Aqueduct needed to exceed this size
32      ; Sewer System needed to exceed this size
10      ; Tech paradigm (higher # slows research)
20      ; Base time for engineers to transform terrain (x2)
3       ; Monarchy pays support for all units past this
4       ; Empire pays support for all units past this
32      ; Theocracy pays support for all units past this
20      ; Empire is equivalent of this palace distance.
100		; Theocracy loses this % of science
50      ; Percent shield penalty for production type change
10      ; Max paradrop range
75      ; Mass/Thrust paradigm (increasing slows spaceship time)
1       ; Max effective science rate in Theocracy (x10, so 5 = 50%)


;
;   Civilization Advances
;
;   Ai Value, Civilized Modifier, Preq1, Preq2, Epoch, Category
;
;     Ai Value = Basic value at which computer players
;                view this advance (used in determining
;                which discovery to pursue, which to
;                acquire during exchanges, and value of
;                gift during diplomacy).
;     Modifier = Modifier to value based on the "civilized"
;                aspect of a leader's personality.  Positive
;                values increase value for civilized leaders,
;                decrease it for militaristic.  Negative
;                values vice versa.
;     preq1, preq2 = Prerequisites
;
;     Epoch = historical period
;             0 = Late Stone Age
;             1 = Copper Age
;             2 = Bronze Age
;             3 = Iron Age
;
;     Category = Knowledge category
;             0 = Military
;             1 = Economic
;             2 = Social
;             3 = Academic
;             4 = Applied
;
@CIVILIZE
~~~~~~~~~~,			0, 0,	no, no,	0, 0	; AFl Advanced Flight
~~~~~~~~~~,			0, 0,	no, no,	0, 0	; Alp
~~~~~~~~~~,			0, 0,	no, no,	0, 0	; Amp Amphibious Warfare
~~~~~~~~~~,			0, 0,	no, no,	0, 0	; Ast
~~~~~~~~~~,			0, 0,	no, no,	0, 0	; Ato Atomic Theory
~~~~~~~~~~,			0, 0,	no, no,	0, 0	; Aut *** Automobile
~~~~~~~~~~,			0, 0,	no, no,	0, 0	; Ban Banking
Iron Railroad Bridge,0, 0,	nil, nil, 2, 4	; Bri
~~~~~~~~~~,			0, 0,	no, no,	0, 0	; Bro Bronze Working
~~~~~~~~~~,			0, 0,	no, no,	0, 0	; Cer
~~~~~~~~~~,			0, 0,	no, no,	0, 0	; Che
~~~~~~~~~~,			0, 0,	no, no,	0, 0	; Chi Chivalry
~~~~~~~~~~,			0, 0,	no, no,	0, 0	; CoL
~~~~~~~~~~,			0, 0,	no, no,	0, 0	; CA  Combined Arms
~~~~~~~~~~,			0, 0,	no, no,	0, 0	; Cmb Combustion
~~~~~~~~~~,			0, 0,	no, no,	0, 0	; Cmn Communism
~~~~~~~~~~,			0, 0,	no, no,	0, 0	; Cmp Computers
~~~~~~~~~~,			0, 0,	no, no,	0, 0	; Csc Conscription
~~~~~~~~~~,			0, 0,	no, no,	0, 0	; Cst Construction
~~~~~~~~~~,			0, 0,	no, no,	0, 0	; Cor The Corporation
~~~~~~~~~~,			0, 0,	no, no,	0, 0	; Cur
~~~~~~~~~~,			0, 0,	no, no,	0, 0	; Dem N/A
~~~~~~~~~~,			0, 0,	no, no,	0, 0	; Eco Economics
~~~~~~~~~~,			0, 0,	no, no,	0, 0	; E1  Electricity
~~~~~~~~~~,			0, 0,	no, no,	0, 0	; E2  Electronics
~~~~~~~~~~,			0, 0,	no, no,	0, 0	; Eng
~~~~~~~~~~,			0, 0,	no, no,	0, 0	; Env Environmentalism
~~~~~~~~~~,			0, 0,	no, no,	0, 0	; Esp Espionage
~~~~~~~~~~,			0, 0,	no, no,	0, 0	; Exp N/A
~~~~~~~~~~,			0, 0,	no, no,	0, 0	; Feu Feudalism
~~~~~~~~~~,			0, 0,	no, no,	0, 0	; Fli Flight
~~~~~~~~~~,			0, 0,	no, no,	0, 0	; Fun N/A *** Fundamentalism
~~~~~~~~~~,			0, 0,	no, no,	0, 0	; FP  Fusion Power
~~~~~~~~~~,			0, 0,	no, no,	0, 0	; Gen Genetic Engineering
~~~~~~~~~~,			0, 0,	no, no,	0, 0	; Gue N/A
~~~~~~~~~~,			0, 0,	no, no,	0, 0	; Gun Gunpowder (Sell Barracks)
~~~~~~~~~~,			0, 0,	no, no,	0, 0	; Hor
~~~~~~~~~~,			0, 0,	no, no,	0, 0	; Ind *** Industrialization
~~~~~~~~~~,			0, 0,	no, no,	0, 0	; Inv *** Invention
~~~~~~~~~~,			0, 0,	no, no,	0, 0	; Iro Iron Working
~~~~~~~~~~,			0, 0,	no, no,	0, 0	; Lab Labor Union
~~~~~~~~~~,			0, 0,	no, no,	0, 0	; Las The Laser
~~~~~~~~~~,			0, 0,	no, no,	0, 0	; Ldr 
~~~~~~~~~~,			0, 0,	no, no,	0, 0	; Lit
~~~~~~~~~~,			0, 0,	no, no,	0, 0	; Too Machine Tools
~~~~~~~~~~,			0, 0,	no, no,	0, 0	; Mag Magnetism
~~~~~~~~~~,			0, 0,	no, no,	0, 0	; Map
~~~~~~~~~~,			0, 0,	no, no,	0, 0	; Mas
~~~~~~~~~~,			0, 0,	no, no,	0, 0	; MP  N/A
~~~~~~~~~~,			0, 0,	no, no,	0, 0	; Mat
~~~~~~~~~~,			0, 0,	no, no,	0, 0	; Med Medicine
~~~~~~~~~~,			0, 0,	no, no,	0, 0	; Met Metallurgy
~~~~~~~~~~,			0, 0,	no, no,	0, 0	; Min Miniaturization
~~~~~~~~~~,			0, 0,	no, no,	0, 0	; Mob Mobile Warfare (Sell Barracks)
~~~~~~~~~~,			0, 0,	no, no,	0, 0	; Mon
~~~~~~~~~~,			0, 0,	no, no,	0, 0	; MT  Monotheism
~~~~~~~~~~,			0, 0,	no, no,	0, 0	; Mys
~~~~~~~~~~,			0, 0,	no, no,	0, 0	; Nav
~~~~~~~~~~,			0, 0,	no, no,	0, 0	; NF  Nuclear Fission
~~~~~~~~~~,			0, 0,	no, no,	0, 0	; NP  Nuclear Power
~~~~~~~~~~,			0, 0,	no, no,	0, 0	; Phi
~~~~~~~~~~,			0, 0,	no, no,	0, 0	; Phy Physics
~~~~~~~~~~,			0, 0,	no, no,	0, 0	; Pla N/A
~~~~~~~~~~,			0, 0,	no, no,	0, 0	; Plu Plumbing
~~~~~~~~~~,			0, 0,	no, no,	0, 0	; PT
~~~~~~~~~~,			0, 0,	no, no,	0, 0	; Pot
~~~~~~~~~~,			0, 0,	no, no,	0, 0	; Rad N/A
~~~~~~~~~~,			0, 0,	no, no,	0, 0	; RR  Railroad (Note: Not in Active Tech Tree)
~~~~~~~~~~,			0, 0,	no, no,	0, 0	; Rec Recycling
~~~~~~~~~~,			0, 0,	no, no,	0, 0	; Ref Refining
~~~~~~~~~~,			0, 0,	no, no,	0, 0	; Rfg Refrigeration
~~~~~~~~~~,			0, 0,	no, no,	0, 0	; Rep 
~~~~~~~~~~,			0, 0,	no, no,	0, 0	; Rob Robotics
~~~~~~~~~~,			0, 0,	no, no,	0, 0	; Roc Rocketry
~~~~~~~~~~,			0, 0,	no, no,	0, 0	; San Sanitation
~~~~~~~~~~,			0, 0,	no, no,	0, 0	; Sea
~~~~~~~~~~,			0, 0,	no, no,	0, 0	; SFl Space Flight
~~~~~~~~~~,			0, 0,	no, no,	0, 0	; Sth Stealth
~~~~~~~~~~,			0, 0,	no, no,	0, 0	; SE  Steam Engine
~~~~~~~~~~,			0, 0,	no, no,	0, 0	; Stl Steel
~~~~~~~~~~,			0, 0,	no, no,	0, 0	; Sup Superconductor
~~~~~~~~~~,			0, 0,	no, no,	0, 0	; Tac Tactics
~~~~~~~~~~,			0, 0,	no, no,	0, 0	; The Theology
~~~~~~~~~~,			0, 0,	no, no,	0, 0	; ToG Theory of Gravity
Consulates,			0, 0,	nil, nil, 0, 1	; Tra Trade
~~~~~~~~~~,			0, 0,	no, no,	0, 0	; Uni University
~~~~~~~~~~,			0, 0,	no, no,	0, 0	; War Warrior Code
~~~~~~~~~~,			0, 0,	no, no,	0, 0	; Whe
~~~~~~~~~~,			0, 0,	no, no,	0, 0	; Wri
Progress,			1, 0,	nil, nil, 3, 0	; ...
Railroading,		0, 0,	no, no, 0, 4	; U1
Profiteering,		0, 0,	no, no, 1, 4	; U2
~~~~~~~~~~,			0, 0,	no, no,	0, 0	; U3
~~~~~~~~~~,			0, 0,	no, no,	0, 0	; X1
~~~~~~~~~~,			0, 0,	no, no,	0, 0	; X2
~~~~~~~~~~,			0, 0,	no, no,	0, 0	; X3
~~~~~~~~~~,			0, 0,	no, no,	0, 0	; X4
~~~~~~~~~~,			0, 0,	no, no,	0, 0	; X5
~~~~~~~~~~,			0, 0,	no, no,	0, 0	; X6
~~~~~~~~~~,			0, 0,	no, no,	0, 0	; X7

;   Ai Value, Civilized Modifier, Preq1, Preq2, Epoch, Category
; Note: The Game will not accept an "X8" Row

;
; Above 11 tech slots (U1 to X8) allow you to define your own 
; civilization advances if desired.  Supply the name, the AI 
; value, and the prerequisites.
;
; Then use the "U1", "U2", etc. 
; identifier to incorporate it into the tech chain as a
; prerequisite for other techs, units, city improvements.
;

;
;  City Improvements
;
;   cost(x10), upkeep, preq
;
@IMPROVE
Nothing,                  1,  0,    nil,
Head Office,              10, 0,    nil,
Barracks,                 4,  0,    no,
Granary,                  6,  0,    no,
Temple,                   4,  0,    no,
Barter System,            8,  0,    no,	; MarketPlace
School of Scribes,        8,  0,    no,	; Library
Governor's Palace,        8,  0,    no,	; Courthouse
City Walls,               8,  0,    no,
Aqueduct,                 8,  0,    no,
MarketPlace,              12, 0,    no,	; Stock Exchange
Temple Complex,           12, 0,    no,	; Cathedral
Library,                  16, 0,    no,	; University
Ignore,			  0,  0,    no,	; Mass Transit
Colosseum,                10, 0,    no,
Artisan Quarter,          16, 0,    no,	; Factory
Foundry Complex,          24, 0,    no,	; Manufacturing Plant
SDI Defense,              20, 0,    no,
Ignore,			  1,  0,    no,	; Recycling Center
Power Plant,              16, 0,    no,
Slave Market,             24, 0,    no,	; Hydro Plant
Nuclear Plant,            16, 0,    no,
Merchant Quarter,         16, 0,    no,	; Stock Exchange
Sewer System,             24, 0,    no,
Soil Fertilization,        8, 0,    no,	; Supermarket
Trade Center,             20, 0,    no,	; Superhighways
School of Philosophy,     16, 0,    no,	; Research Lab
Counter-Mining,           10, 0,    no,	; SAM Missile Battery
Claws of Archimedes,      20, 0,    no,	; Coastal Fortress
Ignore,			   0, 0,    no,	
Harbor,                   6,  0,    no,
Fishing Fleet,            16, 0,    no,	; Offshore Platform
Airport,                  16, 0,    no, 
Garrison Troops,          6,  0,    no,	; Police Station
Shipyard,                 8,  0,    no,	; Port Facility
SS Structural,            8,  0,    no,
SS Component,             16, 0,    no,
SS Module,                32, 0,    no,
(Local Autonomy),        60, 0,    nil,; I; (Capitalization)
Pyramids,                 30, 0,    no,; S
Hanging Gardens,          30, 0,    no,; C
Purple Dye of Tyre,       40, 0,    no,; B; Colossus
The Odyssey,              30, 0,    no,; B; Lighthouse
Great Library,            30, 0,    no,; I
Oracle,                   30, 0,    no,; B
Cyclopean Walls,          30, 0,    no,; C; Great Wall
Sargon's Arsenal,         30, 0,    no,; B; Sun Tzu's War Academy
Cedars of Lebanon,        30, 0,    no,; B; King Richard's Crusade
Diplomatic System,        20, 0,    no,; B; Marco Polo's Embassy
Temple of Karnak,         60, 0,    no,; I; Michelangelo's Chapel
Ziggurat of Ur,           30, 0,    no,; C; Copernicus' Observatory
Pharoah Necho's Voyage,   40, 0,    no,; I; Magellan's Expedition
Temple of Solomon,        30, 0,    no,; C; Shakespeare's Theatre
Archimedes' Workshop,     40, 0,    no,; I; Leonardo's Workshop
Valley of the Kings,      40, 0,    no,; B; J. S. Bach's Cathedral
Ptolemy's Observatory,    40, 0,    no,; B; Isaac Newton's College
Palace of Knossos,        40, 0,    no,; B; Adam Smith's Trading Co.
Arms Race,                40, 0,    no,; I; Darwin's Voyage
Parthenon,                60, 0,    no,; I; Statue of Liberty
Colossus,                 30, 0,    no,; B; Eiffel Tower
The Senate,               60, 0,    no,; I; Women's Suffrage
Slave Labor System,       60, 0,    no,; B; Hoover Dam
Labyrinth,                30, 0,    no,; S; Manhattan Project
United Nations,           60, 0,    no,; Note: Railroad isn't available, so neither is UN
Journey of Herododtus,    60, 0,    no,; I; Apollo Program
Aristotle's Academy,      60, 0,    no,; B; SETI Program
Fertility Festival,       40, 0,    no,; B; Cure for Cancer

;
; Expiration advancements for Wonders of the World
;
@ENDWONDER
nil,        ; Pyramids
nil,        ; Hanging Gardens
nil,        ; Colossus
nil,        ; Lighthouse
nil,        ; Great Library
nil,        ; Oracle
Cmb,        ; Great Wall
Cmb,        ; Sun Tzu's War Academy
nil,        ; King Richard's Crusade
nil,        ; Marco Polo's Embassy
nil,        ; Michelangelo
nil,        ; Copernicus
nil,        ; Magellan
nil,        ; Shakespeare
nil,        ; Da Vinci's Workshop
nil,        ; Bach
nil,        ; Newton
nil,        ; Smith's Trading Co.
nil,        ; Darwin
nil,        ; Statue of Liberty
nil,        ; Eiffel Tower
nil,        ; Women's Suffrage
nil,        ; Hoover Dam
Pot,        ; Manhattan Project
nil,        ; United Nations
nil,        ; Apollo
nil,        ; SETI
nil,        ; Cure for Cancer


;
;    Unit Types
;
; until, domain,  move,rng,  att,def  hit,firepwr  cost,hold,  role, preq,  flags
;
; until       = Civ advance which renders unit obsolete
; Move        = Movement rate (spaces per turn)
; Range       = # of turns fuel carried (0 for non-air units)
;
; domain      = Movement domain of unit
:               0 = Ground
;               1 = Air
;               2 = Sea
;
; att         = Attack factor (chance to score hit attacking)
; def         = Defense factor (chance to score hit defending)
; hit         = Hit points (damage x10 which can be taken before elimination)
; firepwr     = # damage points caused per hit scored on enemy.
;
; cost        = Cost (# of shield rows, usually of 10 shields each)
; hold        = # of holds on ship (for carrying units)
;
; role        = AI role (Generally affects the way in
;               which computer players use the unit, but
;               roles >= 5 will actually affect abilities
;               of the unit)
;               0 = Attack
;               1 = Defend
;               2 = Naval Superiority
;               3 = Air Superiority
;               4 = Sea Transport
;               5 = Settle
;               6 = Diplomacy
;               7 = Trade
;
; preq        = Prerequisite advance
;
; "Flags" control special advantages & restrictions.  Not
; all of these flags "make sense" for all types of units
; (paradropping ships, for instance).  Nonsensical variations
; may produce bizarre effects (or worse).  You were warned.
;
;   000000000000001 = Two space visibility
;   000000000000010 = Ignore zones of control
;   000000000000100 = Can make amphibious assaults
;   000000000001000 = Submarine advantages/disadvantages
;   000000000010000 = Can attack air units (fighter)
;   000000000100000 = Ship must stay near land (trireme)
;   000000001000000 = Negates city walls (howitzer)
;   000000010000000 = Can carry air units (carrier)
;   000000100000000 = Can make paradrops
;   000001000000000 = Alpine (treats all squares as road)
;   000010000000000 = x2 on defense versus horse (pikemen)
;   000100000000000 = Free support for fundamentalism (fanatics)
;   001000000000000 = Destroyed after attacking (missiles)
;   010000000000000 = x2 on defense versus air (AEGIS)
;   100000000000000 = Unit can spot submarines
;
; until, domain,  move,rng,  att,def  hit,firepwr  cost,hold,  role, preq,  flags
@UNITS
Track Layer,		nil, 0,  1.,0,  0a,1d,  2h,1f,	8,0,	5, U1, 100100000000010  ; Settlers
~~~~~~~~~,	no, 0,  0.,0, 0a,0d,  0h,0f, 0,0,  0, no, 000000000000000  ; Engineers
~~~~~~~~~,	no, 0,  0.,0, 0a,0d,  0h,0f, 0,0,  0, no, 000000000000000  
~~~~~~~~~,	no, 0,  0.,0, 0a,0d,  0h,0f, 0,0,  0, no, 000000000000000  ; Phalanx
~~~~~~~~~,	no, 0,  0.,0, 0a,0d,  0h,0f, 0,0,  0, no, 000000000000000  ; Archers
~~~~~~~~~,	no, 0,  0.,0, 0a,0d,  0h,0f, 0,0,  0, no, 000000000000000  ; Legion
~~~~~~~~~,	no, 0,  0.,0, 0a,0d,  0h,0f, 0,0,  0, no, 000000000000000  ; Pikemen
~~~~~~~~~,	no, 0,  0.,0, 0a,0d,  0h,0f, 0,0,  0, no, 000000000000000  ; Musketeers
~~~~~~~~~,	no, 0,  0.,0, 0a,0d,  0h,0f, 0,0,  0, no, 000000000000000  ; Fanatics
Station Contractor,	nil, 0,  1.,0,  20a,1d,  2h,1f,  64,0,  0, U1, 100100000000010  ; Partisans
~~~~~~~~~,	no, 0,  0.,0, 0a,0d,  0h,0f, 0,0,  0, no, 000000000000000  ; Alpine Troops
~~~~~~~~~,	no, 0,  0.,0, 0a,0d,  0h,0f, 0,0,  0, no, 000000000000000  ; Riflemen
~~~~~~~~~,	no, 0,  0.,0, 0a,0d,  0h,0f, 0,0,  0, no, 000000000000000  ; Marines
~~~~~~~~~,	no, 0,  0.,0, 0a,0d,  0h,0f, 0,0,  0, no, 000000000000000  ; Paratroopers
~~~~~~~~~,	no, 0,  0.,0, 0a,0d,  0h,0f, 0,0,  0, no, 000000000000000  ; Mech. Inf.
~~~~~~~~~,	no, 0,  0.,0, 0a,0d,  0h,0f, 0,0,  0, no, 000000000000000  
~~~~~~~~~,	no, 0,  0.,0, 0a,0d,  0h,0f, 0,0,  0, no, 000000000000000  ; Chariot
~~~~~~~~~,	no, 0,  0.,0, 0a,0d,  0h,0f, 0,0,  0, no, 000000000000000  ; Elephant
~~~~~~~~~,	no, 0,  0.,0, 0a,0d,  0h,0f, 0,0,  0, no, 000010001000000  ; Crusaders
~~~~~~~~~,	no, 0,  0.,0, 0a,0d,  0h,0f, 0,0,  0, no, 000010001000000  ; Knights
~~~~~~~~~,	no, 0,  0.,0, 0a,0d,  0h,0f, 0,0,  0, no, 000010001000000  ; Dragoons
~~~~~~~~~,	no, 0,  0.,0, 0a,0d,  0h,0f, 0,0,  0, no, 000010001000000  ; Cavalry
~~~~~~~~~,	no, 0,  0.,0, 0a,0d,  0h,0f, 0,0,  0, no, 000010001000000  ; Armor
~~~~~~~~~,	no, 0,  0.,0, 0a,0d,  0h,0f, 0,0,  0, no, 000010001000000  ; Catapult
~~~~~~~~~,	no, 0,  0.,0, 0a,0d,  0h,0f, 0,0,  0, no, 000010001000000  ; Cannon
~~~~~~~~~,	no, 0,  0.,0, 0a,0d,  0h,0f, 0,0,  0, no, 000010001000000  ; Artillery
~~~~~~~~~,	no, 0,  0.,0, 0a,0d,  0h,0f, 0,0,  0, no, 000000000000000  ; Howitzer
~~~~~~~~~,	no, 0,  0.,0, 0a,0d,  0h,0f, 0,0,  0, no, 000000000000000  ; Fighter
~~~~~~~~~,	no, 0,  0.,0, 0a,0d,  0h,0f, 0,0,  0, no, 000000000000000  ; Bomber
~~~~~~~~~,	no, 0,  0.,0, 0a,0d,  0h,0f, 0,0,  0, no, 000000000000000  ; Helicopter
~~~~~~~~~,	no, 0,  0.,0, 0a,0d,  0h,0f, 0,0,  0, no, 000000000000000  ; Stlth Ftr.
~~~~~~~~~,	no, 0,  0.,0, 0a,0d,  0h,0f, 0,0,  0, no, 000010001000000  ; Stlth Bmbr.
~~~~~~~~~,	no, 0,  0.,0, 0a,0d,  0h,0f, 0,0,  0, no, 000010001000000  ; Trireme
~~~~~~~~~,	no, 0,  0.,0, 0a,0d,  0h,0f, 0,0,  0, no, 000010001000000  ; Caravel
~~~~~~~~~,	no, 0,  0.,0, 0a,0d,  0h,0f, 0,0,  0, no, 000010001000000  ; Galleon
~~~~~~~~~,	no, 0,  0.,0, 0a,0d,  0h,0f, 0,0,  0, no, 000010001000000  ; Frigate
~~~~~~~~~,	no, 0,  0.,0, 0a,0d,  0h,0f, 0,0,  0, no, 000010001000000  ; Ironclad
~~~~~~~~~,	no, 0,  0.,0, 0a,0d,  0h,0f, 0,0,  0, no, 000010001000000  ; Destroyer
~~~~~~~~~,	no, 0,  0.,0, 0a,0d,  0h,0f, 0,0,  0, no, 000010001000000  ; Cruiser
~~~~~~~~~,	no, 0,  0.,0, 0a,0d,  0h,0f, 0,0,  0, no, 000010001000000  ; AEGIS Cruiser
~~~~~~~~~,	no, 0,  0.,0, 0a,0d,  0h,0f, 0,0,  0, no, 000010001000000  ; Battleship
~~~~~~~~~,	no, 0,  0.,0, 0a,0d,  0h,0f, 0,0,  0, no, 000010001000000  ; Submarine
~~~~~~~~~,	no, 0,  0.,0, 0a,0d,  0h,0f, 0,0,  0, no, 000010001000000  ; Carrier
~~~~~~~~~,	no, 0,  0.,0, 0a,0d,  0h,0f, 0,0,  0, no, 000010001000000  ; Transport
~~~~~~~~~,	no, 0,  0.,0, 0a,0d,  0h,0f, 0,0,  0, no, 000010001000000  ; Cruise Msl.
~~~~~~~~~,	no, 0,  0.,0, 0a,0d,  0h,0f, 0,0,  0, no, 000010001000000  ; Nuclear Msl.
~~~~~~~~~,	no, 0,  0.,0, 0a,0d,  0h,0f, 0,0,  0, no, 000000000000000  ; Diplomat
~~~~~~~~~,	no, 0,  0.,0, 0a,0d,  0h,0f, 0,0,  0, no, 000000000000000  ; Spy
~~~~~~~~~,	no, 0,  0.,0, 0a,0d,  0h,0f, 0,0,  0, no, 000000000000000  ; Caravan
~~~~~~~~~,	no, 0,  0.,0, 0a,0d,  0h,0f, 0,0,  0, no, 000000000000000  ; Freight
~~~~~~~~~,	no, 0,  0.,0, 0a,0d,  0h,0f, 0,0,  0, no, 000000000000000  ; Explorer
~~~~~~~~~,	no, 0,  0.,0, 0a,0d,  0h,0f, 0,0,  0, no, 000000000000000  ; Extra Land
~~~~~~~~~,	no, 0,  0.,0, 0a,0d,  0h,0f, 0,0,  0, no, 000000000000000  ; Extra Ship
~~~~~~~~~,	no, 0,  0.,0, 0a,0d,  0h,0f, 0,0,  0, no, 000000000000000  ; Extra Air
Deprecated,		nil, 0,  1.,0,  0a,1d,  2h,1f,	8,0,	5, no, 100100000000010  ; Test Unit 1
Local Business,		nil, 0,  0.,0,  0a,5d,  2h,1f,	16,0,	1, U2, 100100000000010  ; Test Unit 2
Surveyor,			nil, 0,  1.,0,  5a,1d,  2h,1f,	8,0,	0, U1, 100100000010010  ; Test Unit 3
Here Be Dragons,	nil, 1,  0.,127,  0a,0d,  1h,0f,  8,0,  3, no, 000100000000000  ; Test Unit 4
Concerned Citizens, nil, 3, 2.,1, 18a,0d,  1h,1f,  1,0,  0, U2, 001000000000000  ; Test Unit 5
Hired Goons,		nil, 0,  1.,0,  0a,50d,  5h,3f,  48,0,  0, U1, 110100000000010   Test Unit 6
~~~~~~~~~,	no, 0,  0.,0, 0a,0d,  0h,0f, 0,0,  0, no, 000000000000000  ; Test Unit 7
~~~~~~~~~,	no, 0,  0.,0, 0a,0d,  0h,0f, 0,0,  0, no, 000000000000000  ; Test Unit 8

;
; until, domain,  move,rng,  att,def  hit,firepwr  cost,hold,  role, preq,  flags
;
; Note: the above 11 unit types (extra land, ship, air, and test units) are 
; available for user defined unit types.  If these units are given prerequisites
; other than "no" they will appear in the game when the specified
; technology is reached.  Use if you want to create your own unit types
; without sacrificing any of the predefined units.  Be sure to define
; the "role" field accurately, so that the computer will understand how
; to make use of the new units in its own civilizations.
;
; There is no requirement that the extra units be used to
; create exactly one of each type; you could create three
; ground units.  But the icons provided are for one of each.
; The 11 extra unit types have default icons provided by the game.
; To actually change the icons is a somewhat more difficult
; task.  The icons are stored in "UNITS.GIF".
;
; Sound effects for these 11 units may be added by providing
; CUSTOM1.WAV, CUSTOM2.WAV, and CUSTOM3.WAV for the extra units and
: Extra1.wav through extra8.wav for the 8 test units.  These should be
; 8-bit, mono, and sampled at 22050hz.
;
; Ideas:
;
; Hovercraft,   nil, 2,  8.,0,  0a,1d,  2h,2f,  7,1,  4, MP,  000000000000000
;


;
;  Terrain
;
;  Movecost, defense,   food, shields, trade,
;        . . .  Irrigate, bonus, #turns, ai-irrigate,
;        . . .  Mine,     bonus, #turns, ai-mine
;        . . .  Transform
;
;   defense = multiply by 50% to get % of normal combat factor defended at.
;       (so 3 x 50% = 150%, meaning a strength 2 unit defends at 3).
;
;  Irrigate/Mine = yes, no, or type of terrain changed to
;  Transform     = Terrain type engineers can transform to
;
;  bonus = # extra production from that change
;
;  turns = # turns for settler to make change
;
;  ai    = Minimum govt level necessary for
;          computer player to want to perform irrigate/mine
;        0 Never
;        1 Despotism
;        2 Monarchy
;        3 Empire
;        4 N/A - Theocracy
;        5 Republic
;        6 N/A - Democracy
;
@TERRAIN
Desert,		1,2,  2,0,0,	no,  1, 5, 5,   no,  1, 5,  3,  no,	; Drt
Plains,		1,2,  2,0,0,	no,  1, 5, 5,   no,  1, 5,  3,  no,	; Pln
Grassland,	1,2,  2,0,0,	no,  1, 5, 5,   no,  1, 5,  3,  no,	; Grs
Forest,		1,2,  2,0,0,	no,  1, 5, 5,   no,  1, 5,  3,  no,	; For
Hills,		2,6,  2,0,0,	no,  1, 5, 5,   no,  1, 5,  3,  no,	; Hil
Mountains,	3,9,  2,0,0,	no,  1, 5, 5,   no,  1, 5,  3,  no,	; Mou
zz9,		1,2,  2,0,0,	no,  1, 5, 5,   no,  1, 5,  3,  no,	; Tun
zz9,		1,2,  2,0,0,	no,  1, 5, 5,   no,  1, 5,  3,  no,	; Gla
Swamp,		2,6,  2,0,0,	no,  1, 5, 5,   no,  1, 5,  3,  no,	; Swa
zz9,		1,2,  2,0,0,	no,  1, 5, 5,   no,  1, 5,  3,  no,	; Jun
Sea,		1,2,  2,0,0,	no,  1, 5, 5,   no,  1, 5,  3,  no,	; Oce
Casbah,		1,3,  2,0,0,	;First Set
Granary,	1,3,  2,0,0,	
Grassland,	1,3,  2,0,0,	
Lighthouse,	1,3,  2,0,0,	
Freight,	1,2,  2,0,0,	
Cumulus,	1,2,  2,0,0,	
Pavement,	1,2,  2,0,0,	
Marble,		1,2,  2,0,0,	
Cumulonimus,1,2,  2,0,0,	
x,		1,3,  2,0,0,	
Steamship,	1,0,  2,0,0,	
Casbah,		1,3,  2,0,0,	;Second Set
Mosque,		1,3,  2,0,0,	
Grassland,	1,3,  2,0,0,	
Wooded Hill,1,3,  2,0,0,	
Cargo,		1,2,  2,0,0,	
Cirrus,		1,2,  2,0,0,	
Pavement,	1,2,  2,0,0,	
Marble,		1,2,  2,0,0,	
Lighthouse,	1,2,  2,0,0,	
x,		1,3,  2,0,0,	
Gunboat,	1,0,  2,0,0,	




@GOVERNMENTS
Anarchy,        Chair,		Chair
Despotism,      Chair,		Chair
Monarchy,       Chair,		Chair
Empire,         Chair,		Chair
Bureaucracy,	Chair,		Chair
Republic,       Chair,      Chair
Democracy,      Chair,      Chair

;
;   Leaders
;
;   leader, female, color, style, plural, adjective, ...
;           ...attack, expand, civilize, ...
;           ...govt, male, female...<repeat>
;
;   female:     0 = male           1 = female
;
;   color:  Color set (1 - 7)
;   style:  City style (0 - 3)
;           0 = Bronze Age
;           1 = Classical
;           2 = Minor Powers
;           3 = Sea Peoples
;
;   attack:     1 = aggressive    -1 = rational
;   expand:     1 = expansionist  -1 = perfectionist
;   civilize:   1 = civilized     -1 = militaristic
;
;   govt = government type for name replacement (0 = Anarchy, 6 = Democracy)
;
;   male, female = titles for leader of government
;
@LEADERS
Jean,		Jeanne,		0, 1, 1, OrientEx,	Orientex,	-1,  -1, 1,
Clerk,		Clerk,		0, 2, 2, World,		World,		-1,  -1, 1,
Hanno,			Hanna,			0, 3, 3, Invaders,	Invaders,	1,  1, -1,	4, General, General
Markus Mercurius,	Marka Mercuria,		0, 4, 2, Merchants,	Merchant,	-1, -1, 1,	1, Trader, Trader, 2, Trader, Trader, 3, Trader, Trader, 4, Trader, Trader 
Ptolemy,		Kleopatra,		0, 5, 0, Egyptians,	Egyptian,	0,  0,  1,
Hellenius,		Hellenia,		0, 6, 1, Greeks,	Greek,		1,  1,  0,
Julius Commonus,	Julia Commona,		0, 7, 3, Rebels,	Rebel,		1,  1, -1,	4, Inciter, Inciter
Caesar,       Livia,               0, 1, 1, Romans,      Roman,       0,  1,  1,     2, Dictator, Dictator,  3, Imperator, Imperatrix
Tarquin,      Latona,              0, 2, 1, Etruscans,   Etruscan,    1, -1,  1,
David,        Golda Meir,          0, 3, 1, Israelis,    Israeli,     1,  1,  1,     4, Archbishop, Archbishop,  6, Premier, Premier
Montezuma,    Nazca,               0, 4, 0, Aztecs,      Aztec,       0, -1,  1,
Pacal,        Pacala,              0, 5, 2, Mayas,       Mayan,      -1,  0,  1,
Saladin,      Jazmin,              1, 6, 1, Arabs,       Arab,        1,  0,  1,     2, Sultan, Sultana,  3, Great Sultan, Great Sultana,  4, Ayatollah, Ayatollah
Genghis Khan, Bortei,              0, 7, 3, Mongols,     Mongol,      1,  1, -1,     2, Khan, Khan,  3, Great Khan, Great Khan
Cunobelin,    Boadicea,            1, 1, 0, Celts,       Celtic,     -1,  1,  0,     4, Druid, Druid
Atawalpa,     Pacha Mama,          0, 2, 3, Incas,       Inca,        1,  0,  1,
Canute,       Gunnhild,            1, 3, 3, Vikings,     Viking,      1,  1,  0,     1, Warlord, Warlord
Tokugawa,     Amaterasu,           0, 4, 2, Japanese,    Japanese,    1, -1, -1,     2, Shogun, Shogun,  6, Prime Minister, Prime Minister
Alexander,    Hippolyta,           1, 5, 1, Greeks,      Greek,       0,  1, -1,     6, Prime Minister, Prime Minister
Hannibal,     Dido,                0, 6, 1, Carthaginians, Carthaginian, 0,  0, -1,
Solomon,      Sheba,               0, 7, 0, Hebrews,     Hebrew,      0,  0,  0,     6, Premier, Premier

;
;   Trading Commodities
;
@CARAVAN
Coal,
Iron,
Steel,  ; Beads
Wool,
Cotton,
Cloth,  ; Coal
Hardware,
Armaments,
Timber,
Wood, ; Silk
Furniture,
Canned Food,
Wheat,
Oil,
Gold Bars,     ; Oil
Silver Sterling,  ; Uranium


@ORDERS
Fortify,            F
Fortified,          F
Sleep,              S
Build Fortress,     F
Build Road,         R
Build Irrigation,   I
Build Mine,         m
Transform,          O
Clean Pollution,    p
Build Airbase,      E
Go to,              G


@DIFFICULTY
Galley Slave
Centurion
Senator
Governor
Emperor
Deity

@ATTITUDES
Worshipful
Enthusiastic
Cordial
Receptive
Neutral
Uncooperative
Icy
Hostile
Enraged













